Anne, Cultists - 75Perran, Nomads - 100
Ed, Chaos Magicians - 101
Spike, Swarmlings - 112
Base game, no expansions.
The bonus tiles included the VP for Trading Posts when passing, which is good for Swarmlings, and which I got twice with 4 TP out each time. Also got the Favour that gives VP when placing TPs fairly early.
Ed finished with Cult Track values of 9, 9, 9 and 10!
I spent the last turn upping my shipping which allowed me to reach two spots where I could build dwellings, to tie for second place with Ed on area control; Perran was first there with 11, Ed and I had 10 each.
Board Game Session Reports
Monday, 13 August 2018
Thursday, 13 October 2016
Codex unboxing
Earlier this year I backed the Kickstarter for Codex, the latest game by David Sirlin
Yesterday, it arrived!
I thought I would take some photos of the unboxing process, here's what I've uncovered so far.
A large, non-descript package
The well-protected Codex box plus 8 packs of custom card sleeves
Boxes of Codex sleeves
Codex Deluxe Set
Artwork on the reverse of the box
Contents
Unopened packs of cards
Pirate
Angry Dancer
Bigby Hayes, a hero
Prynn Pasternaak, another hero
Grave Stormborne, a hero you may recognise from Puzzle Strike
Vandy Anadrose, hero
Captain Zane, hero
Master Midori, hero, also from Puzzle Strike
Troq Basher, hero
Sheets of tokens
Building tiles
Rulebook
Life Counter
Codex folders for holding the cards
Playmat
Friday, 5 February 2016
Power Grid, 24th January 2016
Germany map, 5 players.
Final scores
David: 17 built, 17 powered
Perran: 16 built, 15 powered
Ed: 12 built, 12 powered
Spike: 11 built, 11 powered (16 capacity but one station not fuelled)
Anne: 12 built, 8 powered (14 capacity but one station not fuelled)
David was the only player in garbage and the only player in nuclear, which allowed him to save up a very large bankroll during the extended power station stall we experienced in phase 2.
He was last to buy a power plant in the final turn and needed the deck to co-operate, but he played to the available outs and was rewarded with the 7 capacity coal plant which meant he had 17 total capacity and the ability to deny myself and Anne coal to power our plants. A well-deserved victory.
Final scores
David: 17 built, 17 powered
Perran: 16 built, 15 powered
Ed: 12 built, 12 powered
Spike: 11 built, 11 powered (16 capacity but one station not fuelled)
Anne: 12 built, 8 powered (14 capacity but one station not fuelled)
David was the only player in garbage and the only player in nuclear, which allowed him to save up a very large bankroll during the extended power station stall we experienced in phase 2.
He was last to buy a power plant in the final turn and needed the deck to co-operate, but he played to the available outs and was rewarded with the 7 capacity coal plant which meant he had 17 total capacity and the ability to deny myself and Anne coal to power our plants. A well-deserved victory.
Monday, 19 October 2015
Agricola, 27th September 2015
Base game, 5 players, K deck with drafting
Having drafted the House Steward, Wooden Strongbox and Mansion I was going for a massive stone house, pretty much at the expense of everything else.
The Reed Net kept me in food, along with the occasional sheep that was taken when possible.
Note that in this game we were mistakenly playing with the 5 player family game version of the card which allows you to take two different building resources of your choice (with Family Growth from round 5 onwards), instead of the flip side which allows you to play an Occupation (with Family Growth from round 5). This meant that there was more reed available in the game, which made the Reed Net slightly better. It also meant that occupations were more difficult to play.
Focusing on my house meant my farm ended up like this:
One lone boar in it's own field, two unused stables, an unsown field, but a nice house for my family members.
Final scores:
Mansion appeared to be worth the effort there!
Having drafted the House Steward, Wooden Strongbox and Mansion I was going for a massive stone house, pretty much at the expense of everything else.
The Reed Net kept me in food, along with the occasional sheep that was taken when possible.
Note that in this game we were mistakenly playing with the 5 player family game version of the card which allows you to take two different building resources of your choice (with Family Growth from round 5 onwards), instead of the flip side which allows you to play an Occupation (with Family Growth from round 5). This meant that there was more reed available in the game, which made the Reed Net slightly better. It also meant that occupations were more difficult to play.
Focusing on my house meant my farm ended up like this:
One lone boar in it's own field, two unused stables, an unsown field, but a nice house for my family members.
Final scores:
Mansion appeared to be worth the effort there!
Agricola, 18th October 2015
Base game, 5 players, K deck with drafting.
Another player played the Constable fairly early, so going for a completely balanced approach was worth 5 bonus points. This led to my final board:
Improvements and Occupations:
Animal Tamer was great as I was planning on building a fairly large house anyway due to the Constable player also having played the "3 bonus points for the player(s) with the largest house" occupation (which I got on my own), so I could take animals at convenient times and not worry about where to put them.
I was first player to Family Growth which helps immensely.
Horse was of no benefit (due to Constable), just played as part of another action as it was free.
Plowman was good, got me three fields.
Didn't use Frame Builder.
Turnip Field is a VP on its own and got me an additional VP for a sown veg.
Fireplace was fantastic with the Animal Tamer and just in general.
Sawmill has a one start out of five rating on the BGG card-by-card thread, but I really liked it. I prioritised wood and was able to get 3 food per harvest from it, which was excellent, and it was worth 3 bonus VP at the end.
Final scores:
Won by 5 points over David, who was playing along similar lines to me. He was on my left though, which was obviously to my advantage, particularly as I think he only had First Player for one or two rounds during the course of the game.
Another player played the Constable fairly early, so going for a completely balanced approach was worth 5 bonus points. This led to my final board:
Improvements and Occupations:
Animal Tamer was great as I was planning on building a fairly large house anyway due to the Constable player also having played the "3 bonus points for the player(s) with the largest house" occupation (which I got on my own), so I could take animals at convenient times and not worry about where to put them.
I was first player to Family Growth which helps immensely.
Horse was of no benefit (due to Constable), just played as part of another action as it was free.
Plowman was good, got me three fields.
Didn't use Frame Builder.
Turnip Field is a VP on its own and got me an additional VP for a sown veg.
Fireplace was fantastic with the Animal Tamer and just in general.
Sawmill has a one start out of five rating on the BGG card-by-card thread, but I really liked it. I prioritised wood and was able to get 3 food per harvest from it, which was excellent, and it was worth 3 bonus VP at the end.
Final scores:
Won by 5 points over David, who was playing along similar lines to me. He was on my left though, which was obviously to my advantage, particularly as I think he only had First Player for one or two rounds during the course of the game.
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